Systems and methods for using peripheral vision in virtual, augmented, and mixed reality (xR) applications

ABSTRACT

Systems and methods for using peripheral vision in virtual, augmented, and mixed reality (collectively referred to as “xR”) applications are described. In some embodiments, an Information Handling System (IHS) may include a processor and a memory coupled to the processor, the memory having program instructions stored thereon that, upon execution, cause the IHS to: render an object in a peripheral field-of-view of a user; detect at least one of: the user&#39;s eye movement, or the user&#39;s head rotation; and determine whether to re-render the object based upon the detection.

FIELD

The present disclosure generally relates to information handling systems(IHSs), and, more particularly, to systems and methods for usingperipheral vision in virtual, augmented, and mixed reality (“xR”)applications.

BACKGROUND

The goal of virtual reality (VR) is to immerse users in virtualenvironments. A conventional VR device obscures a user's real-worldsurroundings, such that only digitally-generated images remain visible.

In contrast, augmented reality (AR) and mixed reality (MR) operate byoverlaying digitally-generated content or entities (e.g., characters,text, hyperlinks, images, graphics, etc.) upon the user's real-world,physical surroundings. A typical AR/MR device includes aprojection-based optical system that displays content on a translucentor transparent surface of an HMD, heads-up display (HUD), eyeglasses, orthe like (collectively “headsets”).

In modern implementations, headsets may be tethered to an external orhost computer. Most headsets do not have as much processing capabilitythan the host computer, so the host computer is used to generate thedigital images to be displayed by the headset. The headset transmitsinformation to the host computer regarding the state of the user (e.g.,position, proximity to other users, etc.), which in turn enables thehost computer to determine which image or frame to show to the usernext, and from which perspective, as the user moves in space.

Current headset solutions have a horizontal field-of-view (FOV) rangingfrom about 45 degrees to 130 degrees, and therefore are limited tostereo vision applications. The inventors hereof have recognized,however, that there is a need for headsets that can extend the usabledisplay area to include the user's peripheral vision, where GraphicalUser Interface (GUI) objects such as alerts, menus, etc. may be renderedand/or manipulated.

SUMMARY

Embodiments of systems and methods for using peripheral vision invirtual, augmented, and mixed reality (“xR”) applications are described.In an illustrative, non-limiting embodiment, an Information HandlingSystem (IHS) may include: a processor; and a memory coupled to theprocessor, the memory having program instructions stored thereon that,upon execution, cause the IHS to: render an object in a peripheralfield-of-view of a user; detect at least one of: the user's eyemovement, or the user's head rotation; and determine whether tore-render the object based upon the detection.

In some embodiments, the IHS may be coupled to a headset, and theheadset may include a main portion, a left peripheral portion, and aright peripheral portion. The main portion may include a Digital LightProcessing (DLP) device, and each of the left and right peripheralportions may include a curved organic light-emitting diode (OLED)device. Moreover, the object may be part of a Graphical User Interface(GUI) presented to the user during execution of an xR application.

In some cases, in response to detection of eye movement from a forwardposition to a peripheral position, the program instructions, uponexecution, may cause the IHS to re-render the object shifted in thedirection of the eye movement. Additionally, or alternatively, inresponse to a speed of the head rotation being under a threshold value,the program instructions, upon execution, may cause the IHS to maintainthe rendering of the object. Additionally, or alternatively, in responseto a speed of the head rotation being above a threshold value, theprogram instructions, upon execution, may cause the IHS to re-render theobject shifted in a direction opposite the head rotation. Additionally,or alternatively, in response to a speed of the head rotation beingabove a threshold value, the program instructions, upon execution, maycause the IHS to stop rendering the object during at least a portion ofthe head rotation.

The program instructions, upon execution, may also cause the IHS toidentify the peripheral field-of-view, for the user, prior the renderingthe object. For example, to identify the peripheral field-of-view, theprogram instructions, upon execution, may cause the IHS to: render aninitial object; enable the user to displace the initial object in agiven direction until the object at least partially disappears from theuser's peripheral field-of-view; and record an extent of the peripheralfield-of-view in the given direction based upon the displacement.

In another illustrative, non-limiting embodiment, a method may includerendering an object in a first peripheral region of a display, whereinthe display is part of a user's headset; monitoring the user's eyemovement and head rotation; and re-rendering the object in a secondperipheral region of the display in response to the monitoring.

For example, the second peripheral region may be to the right of thefirst peripheral region, and the re-rendering may be in response to theeye movement being in a right direction. Additionally, or alternatively,the second peripheral region may be to the left of the first peripheralregion, and the re-rendering may be in response to the eye movementbeing in a left direction. Additionally, or alternatively, the secondperipheral region may be on a same side of the display as a direction ofthe head rotation, and the re-rendering may be in response to the headrotation having a speed below a threshold value. Additionally, oralternatively, the second peripheral region may be on an opposite sideof the display as a direction of the head rotation, and the re-renderingmay be in response to the head rotation having a speed above a thresholdvalue. Moreover, in some cases the method may include waiting tore-render the object until completion of a head rotation.

In yet another illustrative, non-limiting embodiment, a hardware memorydevice may have program instructions stored thereon that, upon executionby a hardware processor, cause the hardware processor to: render anobject in a peripheral display portion of a headset; detect the user'shead rotation; and determine, in response to the detection, whether tore-render the object. The program instructions may cause the hardwareprocessor to re-render the object on a different area of the firstperipheral display portion, at least in part, in response to the headrotation having a speed below a threshold value.

Additionally, or alternatively, the program instructions may cause thehardware processor to re-render the object on a same area of the firstperipheral display portion, at least in part, in response to the headrotation having a speed below a threshold value. Additionally, oralternatively, the program instructions may cause the hardware processorto re-render the object on a second peripheral display portion oppositethe first peripheral display portion, at least in part, in response tothe head rotation having a speed above a threshold value.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention(s) is/are illustrated by way of example and is/arenot limited by the accompanying figures. Elements in the figures areillustrated for simplicity and clarity, and have not necessarily beendrawn to scale.

FIGS. 1A-D are perspective views of examples of a headset having aperipheral vision display system, according to some embodiments.

FIG. 2 is a top view of an example of the headset, according to someembodiments.

FIG. 3 illustrates an example of a peripheral vision display system,according to some embodiments.

FIG. 4 is a block diagram of examples of components of an InformationHandling System (IHS), according to some embodiments.

FIG. 5 is a flowchart of an example of a method for calibrating oridentifying a user's peripheral field-of-view (FOV), according to someembodiments.

FIG. 6 is a flowchart of an example of a method for handling objectsrendered in a user's peripheral FOV during execution of a virtual,augmented, and mixed reality (“xR”) application, according to someembodiments.

FIGS. 7A and 7B illustrate an example of a method for handling objectsrendered in a user's peripheral FOV in response to the user's eyemovement.

FIGS. 8A-D illustrate examples of methods for handling objects renderedin a user's peripheral FOV in response to the user's head rotation.

DETAILED DESCRIPTION

Embodiments described herein provide systems and methods for usingperipheral vision in virtual, augmented, and mixed reality (collectivelyreferred to as “xR”) applications. These techniques are particularlyuseful in xR applications that employ head-mounted devices (HMDs),Heads-Up Displays (HUDs), and eyeglasses (collectively referred to as“headsets”).

FIG. 1A shows an example of a headset 101 with a peripheral visiondisplay system. Here, headset 101 is being worn by user 100 around theirheads and over their eyes, during execution of an xR application. FIG.1B shows a back-to-front perspective of headset 101 without the user100's head. FIG. 1C provides an exploded view of headset 101's externalcomponents, including: crown strap with input/output (I/O) cable orwiring 102, rear housing 103, crown strap 104, forehead pad 105, andmain housing 106 (including an optics assembly, a main printed circuitboard (PCB) assembly, etc.).

In the case of a 3-piece design, display system 110 may includeoptically clear window 108 between right peripheral curved display 107and left peripheral curved display 109. In a 2-piece design, displaysystem 120 may include right peripheral curved display 121 and leftperipheral curved display 122. FIG. 1D shows headset 101 in differentconfigurations, including single-piece display 130, two-piece display131-132, and three-piece display 133-135.

FIG. 2 is a top view of an example of headset 101, according to someembodiments. When headset 101 is being worn, user 100 has left eye 202-Land right eye 202-R positioned immediately behind the display system. Inthis position, user 100 possesses stereoscopic vision 200, leftperipheral vision 200-L, and right peripheral vision 200-R. Left eye202-L has a field-of-view (FOV) that covers stereoscopic vision 200 andleft peripheral vision 200-L, and right eye 202-R has an FOV that coversstereoscopic vision 200 and right peripheral vision 200-R.

In various embodiments, the display system of headset 101 includesadditional peripheral display areas that cover the user's leftperipheral vision 200-L (into left peripheral region 201-L) and rightperipheral vision 200-R (into right peripheral region 201-R).Accordingly, headset 101 may be used to render xR entities and/orobjects to user 100, such as: images, graphics, icons, buttons, menus,controls, characters, hyperlinks, text, or any other suitable GraphicalUser Interface (GUI) component. Headset 101 may render these objects ina peripheral visual space using the peripheral vision display system.

Moreover, as user 100 operates headset 101, events may take place inleft peripheral region 201-L or right peripheral region 201-R thatrequire or draw the user 100's attention, thus causing eye movementand/or head rotation in either direction. And, in many of situations,obfuscating the user's peripheral vision of the real-world with xRentities can be counterproductive or dangerous. To address these, andother problems, techniques described herein also enable the intelligenthandling and rendering of objects on peripheral displays.

FIG. 3 illustrates user 100 as they see their physical environment viathe display system mounted on headset 101's frame or body. Generally,such a display system shows information in the form of xR entitiesand/or objects overlaying a visible physical environment wherereal-world entities 302A-E reside.

In this implementation, the frame or body of headset 101 includes twomain Digital Light Processing (DLP) displays 300 (left and right)positioned to cover the user's stereoscopic vision 200. Left and rightperipheral displays 301-L and 301-R may be curved organic light-emittingdiode (OLED) displays with flexible sheets of organic electroluminescentmaterial, positioned to cover user 100's left and right peripheralvision 200-L and 200-R, respectively.

FIG. 4 is a block diagram of non-limiting examples of InformationHandling System (IHS) components according to some embodiments. In somecases, IHS 400 may be used as an external device in wired or wirelesscommunication with headset 101. Additionally, or alternatively, headset101 may include component(s) of IHS 400.

For purposes of this disclosure, an IHS may include any instrumentalityor aggregate of instrumentalities operable to compute, calculate,determine, classify, process, transmit, receive, retrieve, originate,switch, store, display, communicate, manifest, detect, record,reproduce, handle, or utilize any form of information, intelligence, ordata for business, scientific, control, or other purposes. For example,an IHS may be a personal computer (e.g., desktop or laptop), tabletcomputer, mobile device (e.g., Personal Digital Assistant (PDA) or smartphone), server (e.g., blade server or rack server), a network storagedevice, or any other suitable device and may vary in size, shape,performance, functionality, and price. An IHS may include Random AccessMemory (RAM), one or more processing resources such as a CentralProcessing Unit (CPU) or hardware or software control logic, Read-OnlyMemory (ROM), and/or other types of nonvolatile memory. Additionalcomponents of an IHS may include one or more disk drives, one or morenetwork ports for communicating with external devices as well as variousI/O devices, such as a keyboard, a mouse, touchscreen, and/or a videodisplay. An IHS may also include one or more buses operable to transmitcommunications between the various hardware components.

As shown, IHS 400 includes processor 401. In various embodiments, IHS400 may be a single-processor system, or a multi-processor systemincluding two or more processors. Processor 401 may include anyprocessor capable of executing program instructions, such as a PENTIUMseries processor, or any general-purpose or embedded processorsimplementing any of a variety of Instruction Set Architectures (ISAs),such as an x86 ISA or a Reduced Instruction Set Computer (RISC) ISA(e.g., POWERPC, ARM, SPARC, MIPS, etc.).

IHS 400 includes chipset 402 coupled to processor 401. In certainembodiments, chipset 402 may utilize a QuickPath Interconnect (QPI) busto communicate with processor 401. In various embodiments, chipset 402provides processor 401 with access to a number of resources. Forexample, chipset 402 may be coupled to network interface 405 to enablecommunications via various wired and/or wireless networks.

Chipset 402 may also be coupled to display controller or graphicsprocessor 404 via a graphics bus, such as an Accelerated Graphics Port(AGP) or Peripheral Component Interconnect Express (PCIe) bus. As shown,graphics processor 404 provides video or display signals to: leftperipheral display or panel 406 (e.g., 301-L), main left display orpanel 407, main right display or panel 408, and right peripheral displayor panel 409 (e.g., 301-R).

Chipset 402 further provides processor 101 and/or display controller 404with access to memory 403. In various embodiments, memory 403 may beimplemented using any suitable memory technology, such as static RAM(SRAM), dynamic RAM (DRAM) or magnetic disks, or anynonvolatile/Flash-type memory, such as a solid-state drive (SSD) or thelike.

Memory 403 may store program instructions that, upon execution byprocessor 401 and/or display controller 404, present an xR applicationto user 100 wearing headset 101. In various embodiments, programinstructions stored in memory 403 may also configure processor 401and/or display controller 404 to enable the intelligent handling andrendering of objects on peripheral displays 406 and 409.

Other headset resources coupled to processor 401 through chipset 402 mayinclude, but are not limited to: inside-out tracking system 410, gesturetracking system 411, gaze tracking system 412, and inertial measurementunit (IMU) system 413.

Inside-out tracking system 410 may include one or more optical sensors(e.g., a camera) configured to determine how headset 101 moves inrelation to its environment. For example, inside-out tracking system 410may be configured to implement markerless tracking techniques that usedistinctive visual characteristics of the physical environment toidentify specific images or shapes which are then usable to calculateheadset 101's position and orientation. In some cases, inside-outtracking system 410 may also include an accelerometer and/or gyroscopeto increase precision.

Gesture tracking system 411 may include one or more cameras or opticalsensors that enable user 100 to use their actual hands for interactionwith objects rendered by headset 101. For example, gesture trackingsystem 411 may be configured to implement hand tracking and gesturerecognition in a 3D-space via a 2D camera. In some cases, gesturetracking system 411 may track a selectable number of degrees of freedom(DOF) of motion, with depth information, to recognize dynamic handgestures (e.g., swipes, clicking, tapping, grab and release, etc.)usable to control or otherwise interact with xR applications executed byheadset 101.

Gaze tracking system 412 may include an inward-facing projectorconfigured to create a pattern of infrared or (near-infrared) light onthe user's eyes, and an inward-facing camera configured to takehigh-frame-rate images of the eyes and their reflection patterns; whichare then used to calculate the user's eye's position and gaze point. Insome cases, gaze detection or tracking system 412 may be configured toidentify a direction, extent, and/or speed of movement of the user'seyes in real-time, during execution of an xR application.

IMU system 413 may include one or more accelerometers and gyroscopesconfigured to measure and report a specific force and/or angular rate ofthe user's head. In some cases, IMU system 412 may be configured to adetect a direction, extent, and/or speed of rotation (e.g., an angularspeed) of the user's head in real-time, during execution of an xRapplication.

In various embodiments, IHS 400 may not include each of the componentsshown in FIG. 4 . Additionally, or alternatively, IHS 400 may includecomponents in addition to those that are shown in FIG. 4 . Furthermore,components represented as discrete entities in FIG. 4 may, in someembodiments, be integrated with other components. In variousimplementations, all or a portion of the functionality provided by theillustrated components may be provided by components integrated as aSystem-On-Chip (SOC), or the like.

FIG. 5 is a flowchart of an example of method 500 for calibrating oridentifying a user's peripheral FOV, according to some embodiments. Asshown, method 500 may be performed, at least in part, by processor 401executing instructions from memory 403 to thereby render xR entities andobjects on peripheral displays 406 and 409, under control of user 100.

At block 501, the user may be asked to keep their head straight and tolook directly ahead through the entire calibration procedure. Forexample, headset 101 may render an instructional text on main displayarea 300 and/or may synthesize speech and output an audio signalcontaining verbal directions. At block 502, gaze location is gatheredvia gaze tracking system 412, head location is gathered via IMU 413, andthat information is recorded as the user's “ground zero,” origin, ordefault state.

At block 503, an object is rendered in front of the user, and the useris instructed to move the object (e.g., using hand gestures orkeystrokes) toward their right side, until the object disappears fromthe display, while the user maintains their head in its originalposition. At block 504, the right peripheral vision limit is recorded atthe user's ground zero.

That is, block 503 enables the user to displace the initial object in agiven direction until the object at least partially disappears from theuser's peripheral field-of-view, and block 504 records an extent of theperipheral field-of-view in the given direction based upon thedisplacement. Block 505 indicates that this procedure may then beperformed in the other three directions (i.e., up, down, and left). As aresult, at block 506, the user's peripheral vision limits, referred toas peripheral attention area, are recorded relative to the gaze andhead's ground zero.

FIG. 6 is a flowchart of an example of method 600 for handling objectsrendered in a user's peripheral FOV during execution of an xRapplication, according to some embodiments. As shown, method 600 may beperformed, at least in part, by processor 401 executing instructionsfrom memory 403 to thereby render xR entities and objects on peripheraldisplays 406 and 409, under control of user 100.

At block 601, user 100 wearing headset 101 has their eyes and headdirected at the ground zero values (e.g., determined using method 500).At block 602, method 600 determines whether the user's gaze has movedfrom the origin to any direction. For example, a distance between twosubsequent gaze focus points, as determined by gaze tracking system 412,may indicate a distance and direction of eye movement. For example, ifthe distance between two subsequent gaze focus points is above athreshold value, eye movement may be detected.

Assume, for example, that headset 101 is rendering an xR entity orobject in a peripheral display, such that the object is restricted toappearing only in the user's peripheral FOV—therefore referred to as“peripheral permanent virtual object.” If the user's gaze does notchange, block 603 keeps an already-rendered peripheral permanent virtualobject in its original location, on the original peripheral display.

At block 604, method 600 determines whether IMU 413 has detected a headrotation above a threshold value T (e.g., a selected angular speed,displacement, and/or direction). If not, block 605 keeps the peripheralpermanent virtual object in the original location. If so, block 606 may:(a) move the peripheral permanent virtual object into a peripheral viewarea opposite the rotation direction; and/or (b) remove the peripheralpermanent display object until completion of the head rotation.

Returning to block 602, if the gaze has moved, block 607 then shifts theperipheral permanent virtual object in the same direction in order tostay in the user's peripheral area. At block 608, method 600 determineswhether IMU 413 has detected a head rotation above threshold value T Ifnot, block 609 does not move the peripheral permanent virtual objectfrom the location set in the previous step. If so, block 610 may: (a)move the peripheral permanent virtual object into a peripheral view areaopposite the rotation direction; and/or (b) remove the peripheralpermanent display object until completion of the head rotation.

FIGS. 7A and 7B illustrate a method for handling objects rendered in auser's peripheral FOV in response to the user's eye movement, forexample, during execution of blocks 602 and 607 (FIG. 6 ). In FIG. 7A,user 100 is looking directly ahead in position 701A. During execution ofan XR application, object 702A is rendered in left peripheral display301-L, and object 703A is rendered in right peripheral display 301-R.

Then, in FIG. 7B, at a time subsequent to position 701A, the user's gazeis directed to the right side in position 701B, such that an amount 704of eye movement is detected. In response, object 702B is re-rendered ina new position displaced by amount 705, while still remaining in theuser's left peripheral display 301-L, and objects 703-B are re-renderedin a new position displaced by amount 706, remaining in the user's rightperipheral display 301-R.

In some cases, displacement 705 be such that object 702B inconfiguration 701B is re-rendered n pixels to the right of its originalposition, and displacement 706 may be the same amount, so that object703B in configuration 701B is re-rendered n pixels to the right of itsoriginal position. In other cases, displacement 705 may be larger thandisplacement 706. Alternatively, displacement 705 may be smaller thandisplacement 706. Additionally, or alternatively, displacement 705 maybe proportional to a length or extent of peripheral vision 200-L (asshown in position 701B), and displacement 706 may be proportional to alength or extent of peripheral vision 200-R (also in 701B).

FIGS. 8A-D illustrate examples of methods for handling objects renderedin a user's peripheral FOV in response to the user's head rotation,during execution of blocks 604-606 and/or 608-610 (FIG. 6 ). In FIG. 8A,user 100 is illustrated looking directly ahead, without any headrotation, in position 801A. During execution of an XR application, instate 800A, object 802A is rendered in left peripheral display 301-L andobject 803B is rendered in right peripheral display 301-R.

In FIG. 8B, user 100 has rotated their head to the right (clockwise) inposition 801B, with an angular speed and/or displacement 804B smallerthan a threshold value T; as a result, in state 800B, object 802B ismaintained in left peripheral display 301-L, and object 803B ismaintained in right peripheral display 301-R.

In FIG. 8C, user 100 has rotated their head, again to the right(clockwise), in position 801C, but now with an angular speed and/ordisplacement 804C greater than the threshold value T. In response, instate 800C, object 802C is maintained in left peripheral display 301-Land object 803B is removed from right peripheral display 301-R.

In FIG. 8D, user 100 has rotated their head, yet again to the right(clockwise), in position 801D, and still with an angular speed and/ordisplacement 804D greater than the threshold value T. In response, instate 800D, object 802D is re-rendered to the left of its originalposition 802A in left peripheral display 301-L, and object 803D isre-rendered on left peripheral display 301-L, removed by displacement805 from its original position 803A in right peripheral display 301-R.In some cases, object 803D may be re-rendered along the length ofdisplacement 805 across main display 300 area, with a speed proportionalto the speed of the head rotation 804D.

As described herein, in various embodiments, transparent OLED displaysmay be embedded to the right and left peripheral vision of an xR headsetin order to leverage transparent capabilities of OLED for real-worldview, and transpose virtual objects to the peripheral vision whenneeded. Eye and/or head tracking may be integrated in order to handleplacement of the peripheral vision objects and alerts.

Transparent OLED displays may be used the side as a continuum of thefront/main displays to extend a virtual world into peripheral vision,beyond stereo vision. By using transparent OLEDs, systems and methodsdescribed herein also avoid mechanical obstructions. Peripheral AR maybe particularly useful in use-cases ranging from gaming to field-workerapplications, where cues for direction, objects/images entering to FOV(stereo vision area), notifications and alerts may be placed in theperipheral vision.

The strategic placement of peripheral permanent virtual objects such asalerts, notifications, menu items (not overlaid on the real world) maybe based on head and gaze tracking. Initially, a user's peripheralvision limit may be identified interactively with visual cues and userfeedback close-loop, when user's eye is looking straight ahead. Afterthe initial calibration, gaze tracking and head tracking may be used todynamically move peripheral permanent virtual objects around to improveuser experience.

For example, if the user peeks to the right side without moving theirhead, peripheral objects should move to right in order to stay in theperipheral attention area. The principle may be used for gaze and/or eyemovement in other directions. As another example, if a user turns theirhead around in a certain direction above threshold value and if thereare peripheral permanent virtual objects in that direction, thoseobjects may be moved to the opposite direction of the screen in order tonot obstruct the user's view or they may be removed from the peripheralvision until the head rotation/movements are completed. In addition,eye/gaze tracking and/or head tracking implementations may be used incombination.

In other embodiments, techniques described herein may also be applied tovertical eye and/or head movements—that is, movement in the vertical or“up-and-down” direction (as opposed to, or in addition to, movement inthe horizontal or “side-to-side” direction). In those cases, a user'svertical vision limit(s) may be identified interactively with visualcues and user feedback close-loop, when user's eye is looking straight.After calibration, gaze and/or head tracking may be used to verticallyre-render virtual objects.

For example, if the user peeks upward, objects may move upward on thedisplay system in order to remain in the user's vertical attention area.Conversely, if the user peeks downward, objects may move downward on thedisplay system. If the user turns their head upward or downward, and ifthere are virtual objects in those directions, the objects may be movedto the bottom or top (respectively) of the screen in order to notobstruct the user's view, or they may be removed until the up-and-downhead movement is completed, for example, also depending upon whether themovement is above or below a threshold angle or speed value.

As such, systems and methods described herein may enable extension of ARworld beyond the stereo vision to peripheral vision, strategic placementof peripheral or vertical permanent virtual objects based on gaze andhead tracking, and automatic increase of real/virtual world FOV andtotal visible area with embedded transparent curved OLED displays.Although in various implementations described herein OLED peripheraldisplays are used to supplement main displays, in other implementations,the main and peripheral displays may be a single curved display, or thewhole left/right eye display may be combined.

It should be understood that various operations described herein may beimplemented in software executed by logic or processing circuitry,hardware, or a combination thereof. The order in which each operation ofa given method is performed may be changed, and various operations maybe added, reordered, combined, omitted, modified, etc. It is intendedthat the invention(s) described herein embrace all such modificationsand changes and, accordingly, the above description should be regardedin an illustrative rather than a restrictive sense.

Although the invention(s) is/are described herein with reference tospecific embodiments, various modifications and changes can be madewithout departing from the scope of the present invention(s), as setforth in the claims below. Accordingly, the specification and figuresare to be regarded in an illustrative rather than a restrictive sense,and all such modifications are intended to be included within the scopeof the present invention(s). Any benefits, advantages, or solutions toproblems that are described herein with regard to specific embodimentsare not intended to be construed as a critical, required, or essentialfeature or element of any or all the claims.

Unless stated otherwise, terms such as “first” and “second” are used toarbitrarily distinguish between the elements such terms describe. Thus,these terms are not necessarily intended to indicate temporal or otherprioritization of such elements. The terms “coupled” or “operablycoupled” are defined as connected, although not necessarily directly,and not necessarily mechanically. The terms “a” and “an” are defined asone or more unless stated otherwise. The terms “comprise” (and any formof comprise, such as “comprises” and “comprising”), “have” (and any formof have, such as “has” and “having”), “include” (and any form ofinclude, such as “includes” and “including”) and “contain” (and any formof contain, such as “contains” and “containing”) are open-ended linkingverbs. As a result, a system, device, or apparatus that “comprises,”“has,” “includes” or “contains” one or more elements possesses those oneor more elements but is not limited to possessing only those one or moreelements. Similarly, a method or process that “comprises,” “has,”“includes” or “contains” one or more operations possesses those one ormore operations but is not limited to possessing only those one or moreoperations.

The invention claimed is:
 1. A Head-Mounted Device (HMD) wearable by auser, the HMD, comprising: a processor; a display coupled to theprocessor, the display having a main portion, a left peripheral portion,and a right peripheral portion; and a memory coupled to the processor,the memory having program instructions stored thereon that, uponexecution, cause the HMD to: display an object on one of: the rightperipheral portion or the left peripheral portion; detect a speed of theuser's head rotation; and at least one of: (a) display the object on theone of the right peripheral portion or the left peripheral portion inresponse to the speed being below a threshold; (b) display the object inthe one of the right peripheral portion or the left peripheral portionshifted in a direction opposite the head rotation in response to thespeed being above the threshold; or (c) conceal the object during atleast a portion of the head rotation in response to the speed beingabove the threshold.
 2. The HMD of claim 1, wherein the main portioncomprises a Digital Light Processing (DLP) device, and wherein each ofthe left and right peripheral portions comprises a curved organiclight-emitting diode (OLED) device.
 3. The HMD of claim 1, wherein theobject is part of a Graphical User Interface (GUI) presented to the userduring execution of a virtual, augmented, or mixed reality (xR)application.
 4. The HMD of claim 1, wherein in response to detection ofeye movement from a forward position to a peripheral position, theprogram instructions, upon execution, further cause the HMD to displaythe object at a different position of the one of the right peripheralportion or the left peripheral portion, shifted in the direction of theeye movement.
 5. The HMD of claim 1, wherein the program instructions,upon execution, cause the HMD to identify the peripheral field-of-view,for the user, prior the rendering the object.
 6. The HMD of claim 5,wherein to identify the peripheral field-of-view, the programinstructions, upon execution, further cause the HMD to: render aninitial object; enable the user to displace the initial object in agiven direction until the object at least partially disappears from theuser's peripheral field-of-view; and record an extent of the peripheralfield-of-view in the given direction based upon the displacement.
 7. Amethod, comprising: displaying a first object on a first peripheralregion of a display, wherein the display is part of a user's headset;displaying a second object on a second peripheral region of the display,wherein the first and second peripheral regions are at opposing sides ofa main display portion of the display; monitoring the user's eyemovement and head rotation; and displaying the first and second objectson a single peripheral region of the display in response to themonitoring, wherein: (a) the second peripheral region is to the right ofthe main portion, the first peripheral region is to the left of the mainportion, and displaying the first and second objects on the singleperipheral region comprises displaying the first and second objects onthe second peripheral region in response to the eye movement being in aright direction; (b) the second peripheral region is to the left of themain portion, the first peripheral region is to the right of the mainportion, and displaying the first and second objects on the singleperipheral region comprises displaying the first and second objects onthe second peripheral region in response to the eye movement being in aleft direction; (c) the single peripheral region is on a same side ofthe display as a direction of the head rotation in response to themonitoring determining that the head rotation has a speed below athreshold; or (d) the single peripheral region is on an opposite side ofthe display as the direction of the head rotation in response to themonitoring determining that the head rotation has a speed above thethreshold.
 8. The method of claim 7, further comprising waiting todisplay the object until completion of a head rotation.
 9. A hardwarememory device coupled to a headset, wherein the headset comprises adisplay having a main portion, a left peripheral portion, and a rightperipheral portion, the hardware memory device having programinstructions stored thereon that, upon execution by a hardware processorcoupled to the headset, cause the hardware processor to: display anobject on a selected one of the left or right peripheral portions;detect a speed of a user's head rotation; and determine, in response tothe detection, whether to display the object on the selected peripheralportion, wherein the program instructions, upon execution, further causethe hardware processor to: (a) display the object on the selectedperipheral portion, at least in part, in response to the speed beingbelow a threshold; (b) display the object on a different peripheralportion than the selected peripheral portion at least in part, inresponse to the speed being above the threshold: or (c) omit the objectfrom both the first and second peripheral portions in response to thespeed being above the threshold.